Second Life Advanced Modeling Blender 2.6 Tutorial 2012

This is the second tutorial in a series. The previous tutorial is: Second Life Mesh Clothes Blender 2.6 Setup 2012 Tutorial. The next tutorial is still a work in progress.

The direction I’m going with tutorial is toward making clothes and weight painting. But, this tutorial will provide information for those building both objects and clothes. I am limiting this tutorial to just the modeling and the tools we need for making the model and the lower poly models we need for Second Life.

Second Life Modeling
#1 – Modeling in Second Life

This is not your standard tutorial. There are loads of modeling tutorials. Making avatar clothes is a special type of 3D modeling. There are a number of tricks to be learned, especially for making Second Life® clothes. I’m going to focus on the things I had a hard time figuring out how to do.

I’ll lay this tutorial out with indexing so you can quickly find the various tricks. I need that because I tend forget a step here and there and need to look it up.

Index

Page 1 – First Decision – Which shape to use.
Page 1 – Deformer – What it does.
Page 2 – Modeling – Start the modeling tools.
Page 2 – C-Select – A better select tool.
Page 2 – Redoing Topology Trick – Snap with a good video.
Page 2 – Snap – Details on using snap.
Page 3 – Scaling – How to use Alt-S scaling.
Page 3 – Shrinkwrap – How to use shrinkwrap.
Page 4 – Triangles vs Ngons – Getting into Ngons and Bsurface.
Page 4 – Bsurface – How to use Bsurface.
Page 4 – Grease Pencil – Needed for Bsurface.
Page 5 – Reducing Poly Count – Needed for LoD’s.
Page 5 – Dissolve – Tools for reducing poly count.
Page 5 – Using Images – How to use pictures and images to guide your modeling.
Page 5 – How to Model – Some of the Second Life requirements.
Page 6 – How to Model – The outline.
Page 6 – Summary

I hate slow paced, rambling video tutorials. I’ve found some that are pretty good. I’ll include those where appropriate. After them I’ll add explanations. Sometimes they leave out the most basic but necessary steps. Even after a couple years of using Blender I’m going: how did they do that?

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Second Life News Week 24

This week saw the first Scripting UG meetings in a few week. Kelly Linden has been working on other things and there is no new scripting news. But, Kelly did give us a few bits of information on this week’s server rolls.

QA Queue

The Lab has a testing process that software changes and fixes must pass through before reaching a Release Channel (RC). There are code reviewers, testers, and then ADITI tests. Eventually changes make it to an RC.

Currently there is a backlog of changes and fixes waiting to get into the QA process. Those that are in the process are waiting on RC’s to come available.

Expected Roll

Kelly says the Le Tigre RC code should roll to the main channel tomorrow, Tuesday. This is the infrastructure Multi-Threaded Region Crossing code (Phase I).

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Mesh Deformer News Week 24

There is not much new going on here but there are some tidbits of news.

In the Content and Mesh Creators’ group we got the question: “Mesh Deformer: What is the current status of deformer testing and what is its priority level? I’ve heard that redoing the shape keys for the fat and muscle sliders is being considered as a fix for the distortions on more extreme shapes. Is this accurate? If so, is LL set on doing this themselves or would they accept a donation on that task? The timeline is fairly important to the design community, and we can’t imagine the workload you must be dealing with. Is there anything we can do to help this particular project along? Elie Spot 11:27, 11 June 2012 (PDT)”

Nyx Linden: “As for the deformer, Oz is the one working most closely with Qarl on that project, he would know best what the current status and holdups are.”

Elie Spot: “…as Qarl is pretty much done w/ the current version, it is only awaiting fixes to make it work for more extreme shapes. The deformer is pretty much sitting in LL’s camp right now.”

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Griefer Monday Postmortem

Oskar Linden: “Let’s talk about Monday. So, as you all are more than well aware, some of the tools in the experience tools project on Magnum got abused over the weekend (week 22). Monday morning (week 23) was pretty much fire drills all day. I rolled out of bed and logged in and BAM, even before my coffee.

We do take active griefing vectors seriously. [We] determined a fix for the issue. We got it tested and deployed Monday afternoon. The griefing exploit was unintentional.

The exp tools project was removed from the [release channel] grid this week. It lost its slot on Magnum [RC]because of other security issues, those that were addressed in this meeting actually. I want to thank all of you for the feedback you gave to Huseby last week.”

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#SL News Week 23

Griefer Monday cut into Kelly’s and Nyx Linden’s meetings. So, not much news from those meetings. I think pretty much everyone knows about the Advanced Creator or Experience Tools getting lose from the Release Channels.

Earthquake Map

One of the Scripting/Server meetings was hijacked by Slee Mayo’s fun new educational toy. It uses the LSL functions for HTTP data queries to make a live near real time map of earthquakes. See the opening image. Plus I was distracted and late getting there and they stopped posting transcripts in early May, so not much news from that meeting.

SVC-7902

SVC-7902 – Problem of not being able to rez on my land continues. This fix went to release channel Magnum Wednesday.

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Pathfinding Update Week 23

This was an interesting meeting. I met Horatio, a tiny polar bear AI character. I think Horatio is an excellent example of what Pathfinding can do. He/she is an awesome little polar bear.

Cute Horatio

Horatio will obey commands like ‘come’ and ‘sit.’ Plus Horatio is soooo cute. This is one of Motor Loon’s creations if I understood correctly.

ADITI

Lorca Linden says they have had a few bugs in the ADITI Pathfinding packages during week 23.

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